﻿// glaze - 2D rigid body dynamics & game engine
// Copyright (c) 2010, Richard Jewson
// 
// This project also contains work derived from the Chipmunk & APE physics engines.  
// 
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
// 
// * Redistributions of source code must retain the above copyright notice,
//   this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
//   this list of conditions and the following disclaimer in the documentation
//   and/or other materials provided with the distribution.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

package org.rje.glaze.engine.dynamics {

	/**
	 * 
	 */
	public class BodyContact {
		
		public var contactCount:int;
		
		public var bodyA:RigidBody;
		public var bodyB:RigidBody;
		
		public var stamp:int;
		
		public var startContact:Boolean;
		public var endContact:Boolean;
		
		public var next:BodyContact;
		public var prev:BodyContact;
		public var sentinel:Boolean;
		
		public static var bodyContactPool:BodyContact;
		//public static var  c:int = 0 ;

		public function BodyContact( ) {
			//trace("new"+(c++));
			this.stamp = 0;
			contactCount = 0;
			startContact = true;
			endContact = false;
		}
		
	}
	
}